前回の記事に投げられる機能をつけて、簡易物理シミュレーションを完成させました。
ソースコードは長く感じるかもしれませんが、一つ一つの処理は、それほどややこしくないです。
package{
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
public class Throwing extends Sprite{
private var ball:Ball;
private var vx:Number;
private var vy:Number;
private var bounce:Number = -0.7;
private var gravity:Number = .5;
private var oldX:Number;
private var oldY:Number;
public function Throwing (){
init();
}
private function init():void{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align=StageAlign.TOP_LEFT;
ball = new Ball(20,0x55aa33);
ball.x = stage.stageWidth / 2;
ball.y = stage.stageHeight / 2;
vx = Math.random() * 10 - 5;
vy = -10;
addChild(ball);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
ball.addEventListener(MouseEvent.MOUSE_DOWN,onMouseDownHandler);
ball.buttonMode = true;
}
private function onEnterFrame(event:Event):void{
vy += gravity;
ball.x += vx;
ball.y += vy;
var left:Number = 0;
var right:Number = stage.stageWidth;
var top:Number = 0;
var bottom:Number = stage.stageHeight;
if(ball.x + ball.radius > right){
ball.x = right - ball.radius;
vx *= bounce;
}else if(ball.x - ball.radius < left){
ball.x = left + ball.radius;
vx *= bounce;
}
if(ball.y + ball.radius > bottom){
ball.y = bottom - ball.radius;
vy *= bounce;
}else if(ball.y - ball.radius < top){
ball.y = top + ball.radius;
vy *= bounce;
}
}
private function onMouseDownHandler(event:MouseEvent):void{
oldX = ball.x;
oldY = ball.y;
stage.addEventListener(MouseEvent.MOUSE_UP,onMouseUpHandler);
ball.startDrag(false,new Rectangle(20,20,360,360));
removeEventListener(Event.ENTER_FRAME,onEnterFrame);
addEventListener(Event.ENTER_FRAME,trackVelocity);
}
private function onMouseUpHandler(event:MouseEvent):void{
stage.removeEventListener(MouseEvent.MOUSE_UP,onMouseUpHandler);
ball.stopDrag();
removeEventListener(Event.ENTER_FRAME,trackVelocity);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function trackVelocity(event:Event):void{
vx = (ball.x - oldX)*0.4;
vy = (ball.y - oldY)*0.4;
oldX = ball.x;
oldY = ball.y;
}
}
}
投稿者 Penta : 2008年06月24日 22:48
